Dutch Doomer Posted November 22, 2007 Nice to see its finally been released and thanks to all who worked on it.And I am hoping for an CC4 someday, hopefully NDCP2 will be done soon also. 0 Share this post Link to post
Gusta Posted November 22, 2007 Hooo map05 was great! Really nice spirit world remake with unexpected difficulty for map05. There is one visibly unclosed sector in that map but you probably haven't wanted to hear something like this, :-))) All maps I have played so far were surprisingly good! 0 Share this post Link to post
Da Spadger Posted November 22, 2007 http://upload.snelhest.org/images/88100DOOM0001.png I fell down here on map02. What now? :[ Edit: Er, I mean map03. Not 02. 0 Share this post Link to post
Lizardcommando Posted November 22, 2007 I got stuck there too for a while. I think you were either supposed to find a switch or hit the brown wall on the left next to that column and it should create a staircase or something. 0 Share this post Link to post
RottKing Posted November 22, 2007 Great job Use3D, Aleaver, and Herring, and all you duds who participated, I'm glad to see it finally released. 8) 0 Share this post Link to post
SyntherAugustus Posted November 23, 2007 I made map03 so... Anyway if you "fall" there should be a switch that lowers them down again, and it should be be right next to the stairs. If not it somehow got deleted in the compilation or something. O_o I'd love to debug this but I'm on vacation and don't have my doom on me right now. Edit: judging from that screen the switch isn't there, who the hell removed it? :o 0 Share this post Link to post
The Green Herring Posted November 23, 2007 BlackFish said:I made map03 so... Anyway if you "fall" there should be a switch that lowers them down again, and it should be be right next to the stairs. If not it somehow got deleted in the compilation or something. O_o I'd love to debug this but I'm on vacation and don't have my doom on me right now. Edit: judging from that screen the switch isn't there, who the hell removed it? :o It didn't get removed... I moved it into the wall, implementing a mechanism to reveal it when the stairs are raised, and close it when the stairs are lowered... and yet, apparently, Spadger managed to trigger those stairs without revealing the switch. I don't know what happened there, especially since it never, ever happened to me in all of the times that I tested it... EDIT: I just found out for myself: It's a glitch that only occurs with ZDoom 2.1.7, because for some reason, it doesn't properly handle my voodoo doll script. Yet, in every other source port, including the latest ZDoom SVN and GZDoom, it functions properly. Weird. EDIT 2: Also, the reason I moved it in the first place was because in its original location, you could trigger it repeatedly, blocking yourself from getting back up there. I described the bugfix in the progress thread, in fact. 0 Share this post Link to post
Aleaver Posted November 23, 2007 The Green Herring said:It didn't get removed... I moved it into the wall, implementing a mechanism to reveal it when the stairs are raised, and close it when the stairs are lowered... and yet, apparently, Spadger managed to trigger those stairs without revealing the switch. I don't know what happened there, especially since it never, ever happened to me in all of the times that I tested it... EDIT: I just found out for myself: It's a glitch that only occurs with ZDoom 2.1.7, because for some reason, it doesn't properly handle my voodoo doll script. Yet, in every other source port, including the latest ZDoom SVN and GZDoom, it functions properly. Weird. Agreed..When I went through the beta releases of this project, I didn't have this problem at all..I don't know what the deal is here. Very strange. 0 Share this post Link to post
SyntherAugustus Posted November 23, 2007 Ah k. I haven't been paying much attention because I've been so busy in college. 0 Share this post Link to post
Da Spadger Posted November 23, 2007 IDCLIP and some precision walking saves the day then! 0 Share this post Link to post
Kaiser Posted November 23, 2007 Map29 appears to be suffering from the copypasta syndrome 0 Share this post Link to post
Dr. Zin Posted November 24, 2007 I'm pretty impressed that you guys changed the intermission texts, such attention to detail! Anyways, what I have played was pretty damn good (as I would expect with people like Use3d and TV on the project). 0 Share this post Link to post
Use Posted November 24, 2007 Personally I thought it would get a little more feedback..hopefully everyone is too busy playing it. :P 0 Share this post Link to post
Gusta Posted November 25, 2007 Well if you are gonna re-release this, in map05 its sector 170 that looks unclosed on the right side of the staircase (visible after taking YK and coming back), that's only bug that I have found. Tried later maps today, 29 is excellent :-) That repeatability didn't mind to me here, I was even enjoying it and wished that the map will never end :-) 0 Share this post Link to post
Kid Airbag Posted November 25, 2007 I think this is easily the best of the three in terms of the overall quality of the levels. The only major gripe I have, which will probably always be an issue in a community megawad like this, is the lack of continuity and theme. Next time, maybe there could be some sort of guidelines for map slots as far as style and difficulty and whatnot. 0 Share this post Link to post
Vile Posted November 25, 2007 I feel for anyone who tries to tackle map12 in maxkills, not just because of the size but the possibility of missing a monster somewhere in this gargantuan level. Excellent stuff so far, though. The Gene Bird remark was more a comment about the padding of the second one to get the wad up to 32 levels, which broke up the feel a bit more than it did here. I think Use3D is right... we made our initial assessments and are now just busy playing it. 0 Share this post Link to post
MTrop Posted November 25, 2007 Kaiser said:Map29 appears to be suffering from the copypasta syndrome Yeah, sorry about that. It's what happens when I get Mapper's Block (TM). I tried to vary the repeated areas as best as I could, though. Also did anyone else find Map 05 to be as insanely difficult as I did? 0 Share this post Link to post
SaladBadger Posted November 26, 2007 Mista_T said:Also did anyone else find Map 05 to be as insanely difficult as I did? Yes. I found the main problem was how repetive the gameplay was (pick up a object, walls lowers, monsters appear, repeat). 0 Share this post Link to post
DoomGater Posted November 26, 2007 Downloaded it friday and played the whole weekend. My wrists are aching and I' ve hardly slept. Thank you. Finally, the good DOOM feeling is back at last! GREAT PROJECT! Thanks for all the work, the time and dedication. I am sure, this will revive DOOM again :-) 0 Share this post Link to post
Lüt Posted November 26, 2007 Well damn it, I got to map06 and thought something looked familiar. Seems I typed -file cchest.wad, not cchest3.wad o_o Guess I'll try again later. 0 Share this post Link to post
RottKing Posted November 26, 2007 Lüt said:Well damn it, I got to map06 and thought something looked familiar. Seems I typed -file cchest.wad, not cchest3.wad o_o Guess I'll try again later. Oh lüt, keep reaching for that rainbow! 0 Share this post Link to post
Arch-Valentine Posted November 26, 2007 So I take it because it requires Boom 2.02 or something similar that we can use jump? I just wanted to make sure. I noticed on the first two levels somethings out of reach but were easy to get to when I jumped. Also, is anyone using GZDoom 1.29 to run it? Just curious. I love the 2nd level btw (Haven't finished it yet), reminds me so much of Doom1's gameplay. *Goes back to playing CC3* 0 Share this post Link to post
The Green Herring Posted November 26, 2007 Arch-Valentine said:So I take it because it requires Boom 2.02 or something similar that we can use jump? I just wanted to make sure. Uh, no. Boom doesn't let you jump, either. ;p 0 Share this post Link to post
doom2day Posted November 27, 2007 Gusta said:Hooo map05 was great! Really nice spirit world remake with unexpected difficulty for map05. There is one visibly unclosed sector in that map but you probably haven't wanted to hear something like this, :-))) All maps I have played so far were surprisingly good! Thank you. Unclosed sector??? Where? 0 Share this post Link to post
The Green Herring Posted November 27, 2007 doom2day said:Thank you. Unclosed sector??? Where? He's talking about a nodebuilding error that causes the texture on one of the sides of the staircase that lowers in the center of the map when the invulnerability in the throne room is obtained to bleed through the floor. That problem, along with a few others in the wad, will be fixed in the second release, which will be made as soon as Aleaver is available (a few hours from now.) 0 Share this post Link to post
Aleaver Posted November 27, 2007 Ok the hotfix release of CC 3 is now ready for download..Enjoy! 0 Share this post Link to post
Arch-Valentine Posted November 27, 2007 Level 5 = wtf? I love the Spirit World Remake, but damn, the first 4 levels do not prepare you for Level 5. I love that! The Imp/Vile maze was quite the battle on UV. Especially since I got trapped in that room with only a shotty, 200 bullets, and a chainsaw. :) 0 Share this post Link to post
waverider Posted November 27, 2007 First and foremost, just want to say, what a great project this is, very very nice maps! I had a question about Map12, (spoiler warning)! Anyway, when I tried to take the BFG, the ceiling came down on me and I was stuck, no way to get out, and I couldn't die. Is this intentional, and can i grab the BFG without dying/getting stuck? 0 Share this post Link to post
Colusio Posted November 27, 2007 Map05 was rather uneven for me. I like it's gameplay "in medias res and you're hunted". I found the routes I took with my skill (+ I don't save)were nearly impossible. But then I saw the amount of secrets and that central hall reminded my of tricks and traps anyway. And I decided to do a nomonster run. Choosing a route I didn't notice in my first runs changed it's gameplay way too hard. It became much easier then the previous 4 maps. I killed almost everything (3 monsters left somewhere) and plenty armor/health left, because I didn't need it. Fights were still entertaining though and I still like the map (and the map28 reference) but the challenge was gone. 0 Share this post Link to post
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